[osg-users] dynamic multithreading problem

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Filip Arlet

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Oct 2, 2012, 8:10:47 AM10/2/12
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Hi,

in my app I change during event traversal scene graph.
I deep copy one par of graph mostly with one geode and it's drawables, but it can be a transform with few geodes and add it to scene.
using DrawThreadPerContext it will crash sometimes.
what will I have to do ? where do I have to put DYNAMIC ? I tried putting it on every drawable and stateset, but it didn't help. What I'm doing wrong, I don't think I understand object variance properly, because it crashes.
Thank you!

Cheers,
Filip

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http://forum.openscenegraph.org/viewtopic.php?p=50376#50376





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Robert Osfield

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Oct 2, 2012, 8:48:23 AM10/2/12
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Hi Filip,

On 2 October 2012 13:10, Filip Arlet <fil...@seznam.cz> wrote:
> in my app I change during event traversal scene graph.
> I deep copy one par of graph mostly with one geode and it's drawables, but it can be a transform with few geodes and add it to scene.
> using DrawThreadPerContext it will crash sometimes.
> what will I have to do ? where do I have to put DYNAMIC ? I tried putting it on every drawable and stateset, but it didn't help. What I'm doing wrong, I don't think I understand object variance properly, because it crashes.

Changing the scene graph during event traversal shouldn't be a problem
and shouldn't require you do set the Drawable and StateSet to DYNAMIC
unless you are modifying the contents of these objects. The only area
that might be worth looking at is if the draw traversal is access the
parent lists of the Drawable and/or StateSet while these are being
modified by the event traversal.

There isn't anything further I can suggest bassed on so few details
about the actual crash. Please run your application in a debugger and
get a strack trace. Also considering using a thread debug tool.

Robet.

Filip Arlet

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Oct 3, 2012, 4:06:43 AM10/3/12
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Hi,

I think the problem maybe located in my custom Drawable class. It draws text geometry instead of textured quads (like in osgText::Test). It basicaly works like Group with multiple transforms and geodes with character geometry. But I really need it to be Drawable (structure of transform will be memory consuming and I can attach it to Geode in the same way as I attach regular osgText::Text).


How it works:
My custom Drawable calls draw method of every character geometry in it, some characters have program in their stateset so I have to call
state.apply(character_goemetry.getStateSet()); and that's where it crashes. Is it legal to call state.apply in drawImplementation method ?

It crashes while drawing my custom Drawable in function drawImplementation() while rendering its content like this:

Code:

// for each glyph in CustomTextDrawable
for (int i = 0; i < itr->glyph->getNumDrawables(); ++i)
{
osg::Drawable* drawable = itr->glyph->getDrawable(i);

state.apply(drawable->getStateSet());

itr->glyph->getDrawable(i)->draw(renderInfo);
}




Stack trace:

Code:

msvcr90.dll!_crt_debugger_hook(int _Reserved=6676656) Line 65 C
msvcr90.dll!_invoke_watson(const wchar_t * pszExpression=0x00000000, const wchar_t * pszFunction=0x00000000, const wchar_t * pszFile=0x00000000, unsigned int nLine=0, unsigned int pReserved=0) Line 230 + 0x7 bytes C++
msvcr90.dll!_invalid_parameter_noinfo() Line 125 + 0xc bytes C++
osg80-osgrd.dll!std::_Tree<std::_Tset_traits<osg::Program::PerContextProgram const *,std::less<osg::Program::PerContextProgram const *>,std::allocator<osg::Program::PerContextProgram const *>,0> >::const_iterator::_Inc() Line 391 + 0x2 bytes C++
osg80-osgrd.dll!std::_Distance2<std::_Tree<std::_Tset_traits<osg::Program::PerContextProgram const *,std::less<osg::Program::PerContextProgram const *>,std::allocator<osg::Program::PerContextProgram const *>,0> >::const_iterator,unsigned int>(std::_Tree<std::_Tset_traits<osg::Program::PerContextProgram const *,std::less<osg::Program::PerContextProgram const *>,std::allocator<osg::Program::PerContextProgram const *>,0> >::const_iterator _First=0x00000000 {_program=??? _extensions={...} _glProgramHandle=??? ...}, std::_Tree<std::_Tset_traits<osg::Program::PerContextProgram const *,std::less<osg::Program::PerContextProgram const *>,std::allocator<osg::Program::PerContextProgram const *>,0> >::const_iterator _Last=0x0a4ecc80 {_program=??? _extensions=??? _glProgramHandle=??? ...}, unsigned int & _Off=5, std::bidirectional_iterator_tag __formal={...}) Line 1859 + 0xb bytes C++
osg80-osgrd.dll!std::_Tree<std::_Tset_traits<osg::Program::PerContextProgram const *,std::less<osg::Program::PerContextProgram const *>,std::allocator<osg::Program::PerContextProgram const *>,0> >::count(const osg::Program::PerContextProgram * const & _Keyval=) Line 999 C++
osg80-osgrd.dll!osg::State::setLastAppliedProgramObject(const osg::Program::PerContextProgram * program=0x006367c8) Line 1257 + 0x17 bytes C++
osg80-osgrd.dll!osg::Program::apply(osg::State & state={...}) Line 460 + 0x8 bytes C++
osg80-osgrd.dll!osg::State::applyAttribute(const osg::StateAttribute * attribute=0x00624350, osg::State::AttributeStack & as={...}) Line 1598 C++
osg80-osgrd.dll!osg::State::applyAttributeList(std::map<std::pair<enum osg::StateAttribute::Type,unsigned int>,osg::State::AttributeStack,std::less<std::pair<enum osg::StateAttribute::Type,unsigned int> >,std::allocator<std::pair<std::pair<enum osg::StateAttribute::Type,unsigned int> const ,osg::State::AttributeStack> > > & attributeMap=[10](((MATERIAL,0),{changed=false last_applied_attribute=0x088a6708 last_applied_shadercomponent=0x00000000 ...}),((LIGHT,0),{changed=false last_applied_attribute=0x00654f60 last_applied_shadercomponent=0x00000000 ...}),((POINT,0),{changed=false last_applied_attribute=0x097a9bd0 last_applied_shadercomponent=0x00000000 ...}),...,...), const std::map<std::pair<enum osg::StateAttribute::Type,unsigned int>,std::pair<osg::ref_ptr<osg::StateAttribute>,unsigned int>,std::less<std::pair<enum osg::StateAttribute::Type,unsigned int> >,std::allocator<std::pair<std::pair<enum osg::StateAttribute::Type,unsigned int> const ,std::pair<osg::ref_ptr<osg::State
Attribute>,unsigned int> > > > & attributeList=[1](((PROGRAM,0),({_ptr=0x00624350 },0)))) Line 2298 + 0xb bytes C++
osg80-osgrd.dll!osg::State::apply(const osg::StateSet * dstate=0x059685c0) Line 512 C++
MyApp.exe!MyApp::CustomTextDrawable::drawImplementation(osg::RenderInfo & renderInfo={...}) Line 87 C++
osg80-osgrd.dll!osg::Drawable::draw(osg::RenderInfo & renderInfo={...}) Line 914 + 0xa bytes C++
osg80-osgUtilrd.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo & renderInfo={...}, osgUtil::RenderLeaf * & previous=0x0a344880) Line 460 C++
osg80-osgUtilrd.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo & renderInfo={...}, osgUtil::RenderLeaf * & previous=0x0a344880) Line 509 + 0x37 bytes C++
osg80-osgUtilrd.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo & renderInfo={...}, osgUtil::RenderLeaf * & previous=0x0a344880) Line 1398 C++
osg80-osgUtilrd.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo & renderInfo={...}, osgUtil::RenderLeaf * & previous=0x0a344880, bool & doCopyTexture=false) Line 933 C++
osg80-osgUtilrd.dll!osgUtil::RenderStage::draw(osg::RenderInfo & renderInfo={...}, osgUtil::RenderLeaf * & previous=0x0a344880) Line 1239 C++
osg80-osgUtilrd.dll!osgUtil::SceneView::draw() Line 1443 + 0x15 bytes C++
osg80-osgrd.dll!osg::Timer::tick() Line 61 + 0xa bytes C++
osg80-osgViewerrd.dll!osgViewer::Renderer::draw() Line 726 C++
osg80-osgViewerrd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext * context=0x006470d8) Line 894 C++
osg80-osgrd.dll!osg::GraphicsContext::runOperations() Line 756 + 0x12 bytes C++
osg80-osgrd.dll!osg::RunOperations::operator()(osg::GraphicsContext * context=0x006470d8) Line 138 C++
osg80-osgrd.dll!osg::GraphicsOperation::operator()(osg::Object * object=0x006470d8) Line 53 + 0xe bytes C++
osg80-osgrd.dll!osg::OperationThread::run() Line 429 C++
osg80-osgrd.dll!osg::GraphicsThread::run() Line 41 C++




Btw. I didn't noticed this behavior in SingleThreaded Mode and it crashes only when I'm copying subgraph (I'm also deep copying statesets in drawables, when they need to change attribute values) and I do it once, then attach it to scene and then destroy it afterwards.

Any ideas ?

Thank you!

Cheers,
Filip

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50384#50384
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